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Pathfinder: Wrath of the Righteous - Survey
November 7th, 2021, 23:40
Originally Posted by Arkadia7All quest items are in "notable" section of inventory tab (item icons are also highlighted in yellow).
They really should mark important items so you don't sell them inadvertently. Like say its a "quest item", or in item description say "this item may be useful in a quest or otherwise a location based reason later" and its marked with a specific tag.
IIRC, the item ChaosTheory mentioned was marked as notable item earlier in game then changes to non-notable item later - in chapter 4, it is no longer a required item to progress the story, its just gives you a bit more insight on story (but yeah, would have been nice if it stayed as notable item).
There is another item not marked as notable item which is part of secret in chapter 4 - I keep selling this by accident, I did suggest this item to be changed to notable item via in-game bug/suggestion reporting tool
November 7th, 2021, 23:42
Originally Posted by purpleblob1Oh ok, that makes more sense. And I'm glad you are trying to help Owlcat improve things by doing stuff like that!
All quest items are in "notable" section of inventory tab (item icons are also highlighted in yellow).
IIRC, the item ChaosTheory mentioned was marked as notable item earlier in game then changes to non-notable item later - in chapter 4, it is no longer a required item to progress the story, its just gives you a bit more insight on story (but yeah, would have been nice if it stayed as notable item).
There is another item not marked as notable item which is part of secret in chapter 4 - I keep selling this by accident, I did suggest this item to be changed to notable item via in-game bug/suggestion reporting tool![]()
--
"Peace is the virtue of civilization. War is its crime.”
-Victor Hugo
To check out my games library, and see what recent games I'm playing, visit my steam profile! -- http://steamcommunity.com/profiles/76561197982351404
"Peace is the virtue of civilization. War is its crime.”
-Victor Hugo
To check out my games library, and see what recent games I'm playing, visit my steam profile! -- http://steamcommunity.com/profiles/76561197982351404
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November 8th, 2021, 01:01
Preserving important items in the personal chest is one thing, but one must not forget to take it back in the inventory when it's required - as I did before the battle of Drezen last time. *sighs*
November 8th, 2021, 01:10
I've replied. My main gripe is the overall size of it, and I mentioned as much. Just like in Kingmaker, I feel the overall pacing is a bit on the slow side, which leads to a lower replay value than the game deserves, as the mythic paths, quest choices and character builds are all excellent.
I've replayed it twice, and I created chapter 5 saves allowing me to try out the shorter paths available at the end, but this is it for me. I'd love to try it all, but I can't do another 150 hours just to check out another path.
I did get to check out Angel, Lich, Swarm, Legend and Dragon though, so that's pretty good. Would have loved to see the rest though, but that's not happening. At least not yet.
I've replayed it twice, and I created chapter 5 saves allowing me to try out the shorter paths available at the end, but this is it for me. I'd love to try it all, but I can't do another 150 hours just to check out another path.
I did get to check out Angel, Lich, Swarm, Legend and Dragon though, so that's pretty good. Would have loved to see the rest though, but that's not happening. At least not yet.
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November 8th, 2021, 02:59
Originally Posted by RedglyphThe said sword is not a quest item tho
Preserving important items in the personal chest is one thing, but one must not forget to take it back in the inventory when it's required - as I did before the battle of Drezen last time. *sighs*![]()
you should suggest it to be classified as notable item
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November 8th, 2021, 10:34
Originally Posted by RedglyphThe cards themselves aren't the problem. The problem is the lack of clarity and comprehensibility. Doing the projects costs ressources and a free "stat" (e.g. leadership). But when a card is opened you don't have access to information on stuff that is interlinked with these resources, e.g. which other project is using the stat and how long it will take until the stat is available again, or when enough resources will be available etc.
The project card part doesn't bother me, I like the part where you have to take care of what's happening and to make choices, as long as we don't have to do it in long sessions at a time like Kingmaker. And we don't have those attribute conflicts we had in Kingmaker with the strange mapping of attributes to kingdom management domains (asking a wizard to have high WIS for ex).
Btw. to this day (act 5) I still have no idea how experience points for the crusade stats are gained. By completing projects /decrees? Where can I see how much I get on completion.
I guess I could look it up in the encyclopedia… but to access the encyclopedia I need to leave crusade management and go back party mode…

Originally Posted by Arkadia7I disagree. From my experience (which includes some P&P) there are 3 moments for buffing:
On buffing: I don't see the problem. I don't pre buff most of the time. I think buffing during combat is how the game is intended, and always play that way. Yes, it takes time to do a buff, but that is how combat should work, you have to sometimes buff a party member for a specific reason during a battle.
- after rest / before a dungeon: here you use spells with a duration long enough to reach the next rest or at least some hours (hours / level), like Mage Armor, Greater Magic Weapon, Magic Vestment, Protection From Arrows, Delay Poison Communal, False Life etc.
- before combat: here you use spells with a duration long enough for the next encounter(s) (minutes / level), like Stoneskin, Bear's Strength (etc.), Shield, Bless etc.
- during combat: here you use spells with a duration long enough for (a part of) the encounter (rounds / level), like Haste, Blink, Displacement etc.
--
We don't stop playing because we grow old; we grow old because we stop playing.
- George Bernard Shaw
Currently playing: Black Geyser
We don't stop playing because we grow old; we grow old because we stop playing.
- George Bernard Shaw
Currently playing: Black Geyser
November 8th, 2021, 10:43
Originally Posted by purpleblob1I don't know, I was wondering that since I saw Arkadia7's post. I'm never in favour of holding the gamer's hand too much.
The said sword is not a quest item thoyou should suggest it to be classified as notable item
![]()
When I first saw the sword (alpha or beta), I realized one had to right-click / info to see there was a history attached to it, and I suggested to them it should be indicated on the tooltip that it was a named item, I don't know if they changed it. But it was in a special location, not a loot or in a weapon rack, so in itself it's already a sign that one should examine the item more closely.
The related story or quest is optional, so I think it's up to the player to make a decision and sell a named weapon at the risk of missing something. And maybe to make a re-buy possible (I don't know how, maybe by asking a smithy if he heard of the weapon) - some merchants are not available later, and it's not always possible to remember where what was sold.
It's a long and difficult game, so I understand they didn't want to alienate players. But there should be a specific setting "let me roleplay without all those aids" which doesn't tell which quests are at such location on the map, or whether an item is quest-related or not. Provided there's enough clue to be careful, like placing the weapon in a hidden location, naming an item, or describing it as peculiar. At worst, it would be an opportunity to replace those aids by more in-character mechanisms.
Otherwise it will just be the routine and frantic looting/selling/crafting cycle as we see in Bethesda's and Obsidian's games.
November 8th, 2021, 10:48
Originally Posted by MorrandirWhat do you mean it costs free stat? I'm going to assume you mean the relevant team will be taken over with the project (e.g. if its leadership related project, you can't start another leadership project) - in which case makes sense to me. Also, each project card does show how much resources and time is required to finish the project - so not sure why you think it doesn't?
The cards themselves aren't the problem. It's the lack of clarity and comprehensibility. Doing the projects costs ressources and a free "stat" (e.g. leadership). But when a card is opened you don't have access to information on stuff that is interlinked with these ressources, e.g. which other project is using the stat and how long it'll take until it's available etc.
Btw. to this day (act 5) I have no idea how experience for the crusade stats is gained. Via the cards? Where can I see how much I get.By completing projects/decrees that has relevant stat symbol on it. Military also should gain stat points by winning battles and finishing crusade objectives in the journal. Logistics points goes up when you build stuff in captured forts as well.
Last edited by purpleblob1; November 8th, 2021 at 11:02.
November 8th, 2021, 10:51
Originally Posted by MorrandirAh OK, I understand what you mean about the cards.
The cards themselves aren't the problem. The problem is the lack of clarity and comprehensibility. Doing the projects costs ressources and a free "stat" (e.g. leadership). But when a card is opened you don't have access to information on stuff that is interlinked with these resources, e.g. which other project is using the stat and how long it will take until the stat is available again, or when enough resources will be available etc.
Btw. to this day (act 5) I still have no idea how experience points for the crusade stats are gained. By completing projects /decrees? Where can I see how much I get on completion.
I guess I could look it up in the encyclopedia… but to access the encyclopedia I need to leave crusade management and go back party mode…![]()
I'll let someone else answer about the experience points (EDIT: which is already done
), since I'm still only at the end of act 2 and the crusader management has changed a lot so I need to re-discover those features. Are there even entries in the encyclopedia for the crusader system now? In beta there was still nothing and we only had the brief tutorial notes (and I know that in Kingmaker they never documented the mechanisms of the Kingdom Management). I haven't checked since the release.
November 8th, 2021, 10:59
Originally Posted by RedglyphYeah, I guess the opinion will vary for each player
I don't know, I was wondering that since I saw Arkadia7's post. I'm never in favour of holding the gamer's hand too much.
When I first saw the sword (alpha or beta), I realized one had to right-click / info to see there was a history attached to it, and I suggested to them it should be indicated on the tooltip that it was a named item, I don't know if they changed it. But it was in a special location, not a loot or in a weapon rack, so in itself it's already a sign that one should examine the item more closely.
The related story or quest is optional, so I think it's up to the player to make a decision and sell a named weapon at the risk of missing something. And maybe to make a re-buy possible (I don't know how, maybe by asking a smithy if he heard of the weapon) - some merchants are not available later, and it's not always possible to remember where what was sold.
It's a long and difficult game, so I understand they didn't want to alienate players. But there should be a specific setting "let me roleplay without all those aids" which doesn't tell which quests are at such location on the map, or whether an item is quest-related or not. Provided there's enough clue to be careful, like placing the weapon in a hidden location, naming an item, or describing it as peculiar. At worst, it would be an opportunity to replace those aids by more in-character mechanisms.
Otherwise it will just be the routine and frantic looting/selling/crafting cycle as we see in Bethesda's and Obsidian's games.

I've developed a habit of always selling stuff to 1 merchant only - so if I ever need to buy back stuff, I know where to go to. I also never sell any item that seem to be heavily story related and keep them in my inventory all the time.
In saying that though, I wish some items do have special icon so I don't accidentally sell - the item I mentioned in chapter 4 that I keep selling by mistake has an icon that look like a coal LOL.
November 8th, 2021, 11:06
Originally Posted by purpleblob1It must take time to scroll through this lucky guy's goods if you need to find something back.
Yeah, I guess the opinion will vary for each player
I've developed a habit of always selling stuff to 1 merchant only - so if I ever need to buy back stuff, I know where to go to. I also never sell any item that seem to be heavily story related and keep them in my inventory all the time.
In saying that though, I wish some items do have special icon so I don't accidentally sell - the item I mentioned in chapter 4 that I keep selling by mistake has an icon that look like a coal LOL.

You're lucky they have an infinite amount of money. In Encased (and I think Solasta too) they have a definite amount and can only buy so much, so sometimes you have to look for anyone with enough money left to sell your items.
They didn't specialize the merchants though, that would be even more realistic (and harder). What game did that, Witcher 3?About the special icon, I like D:OS system where you can tag the junk. It's quick and very convenient, and it's still up to you to make the good decision.
November 8th, 2021, 11:20
Originally Posted by RedglyphI just checked the encyclopedia for the first time ever (never looked at it during alpha/beta/full game lol).
Are there even entries in the encyclopedia for the crusader system now? In beta there was still nothing and we only had the brief tutorial notes (and I know that in Kingmaker they never documented the mechanisms of the Kingdom Management). I haven't checked since the release.
Yes, there's section on crusade management and how to increase each stat - it's under crusade tutorial > crusade development.
Seems like I wasn't entirely correct on how each stat points are gathered but I think I was on the ballpark

Originally Posted by RedglyphI don't think I ever had to buy anything back from Wilcer so far
It must take time to scroll through this lucky guy's goods if you need to find something back.![]()

You're lucky they have an infinite amount of money. In Encased (and I think Solasta too) they have a definite amount and can only buy so much, so sometimes you have to look for anyone with enough money left to sell your items.Yes, I can see merchants having limited money in their pocket is more realistic but at the same time, that would makes selling too fiddly imo (especially for someone like me because I'm a gigantic pack rat).They didn't specialize the merchants though, that would be even more realistic (and harder). What game did that, Witcher 3?
November 8th, 2021, 11:58
Originally Posted by purpleblob1Yep, I was unclear. It was about the teams. I used the wording because when a team is occupied the other card says that "another decree is being enacted for this stat".
What do you mean it costs free stat? I'm going to assume you mean the relevant team will be taken over with the project (e.g. if its leadership related project, you can't start another leadership project) - in which case makes sense to me.
I understand the concept, but the inconvenience is that I cannot see when the team will be available again. I first have to find the decree the team is working on.
(I just checked and realized that for the currently running projects/decrees you don't even see which team is working on it! Where can I see that?)
Also why can't I queue decrees with a nice overview when each one is finished?
Just give me a calendar-like table where for each team there is a row and the columns are time units (e.g. days). Then you could just drag and drop cards and have a schedule. Decrees that can't be issued (due to lack of ressources) are greyed out and you get some warning.
That's just some spontaneous idea. I'm sure professionals could work out something a lot better.
Also why can't I dismiss cards I don't ever want to issue a decree for?
And yes, somehow everything works out as it currently is. It's just that usability is abyssal.
Also, each project card does show how much resources and time is required to finish the project - so not sure why you think it doesn't?When a projects costs 500 building points and I currently have 200 with a growth rate of 100 per day then I want an information: "will be available in 3 days (if you don't spend ressources otherwise)"
By completing projects/decrees that has relevant stat symbol on it.Yeah, but how much will I get?
--
We don't stop playing because we grow old; we grow old because we stop playing.
- George Bernard Shaw
Currently playing: Black Geyser
We don't stop playing because we grow old; we grow old because we stop playing.
- George Bernard Shaw
Currently playing: Black Geyser
November 8th, 2021, 12:14
Originally Posted by MorrandirThe projects you started should show number on top of each card - thats how many days you have left till the projects end.
Yep, I was unclear. It was about the teams. I used the wording because when a team is occupied the other card says that "another decree is being enacted for this stat".
I understand the concept, but the inconvenience is that I cannot see when the team will be available again. I first have to find the decree the team is working on.
(I just checked and realized that for the currently running projects/decrees you don't even see which team is working on it! Where can I see that?)
Click on the each card to see which team is working on it. Since each team can do 1 project at a time, there should be no more than 4 cards on bottom left to check.
November 8th, 2021, 12:25
Originally Posted by purpleblob1Yes, but I don't see this information when I'm currently looking at another card.
The projects you started should show number on top of each card - thats how many days you have left till the projects end.
Click on the each card to see which team is working on it. Since each team can do 1 project at a time, there should be no more than 4 cards on bottom left to check.Apparently I'm too dumb.

Can you draw a circle or something where I can see it on this image?
--
We don't stop playing because we grow old; we grow old because we stop playing.
- George Bernard Shaw
Currently playing: Black Geyser
We don't stop playing because we grow old; we grow old because we stop playing.
- George Bernard Shaw
Currently playing: Black Geyser
November 8th, 2021, 12:36
Originally Posted by MorrandirOk, maybe I misremembered it, sorry. Sounds to me its a military project tho
Yes, but I don't see this information when I'm currently looking at another card.
Apparently I'm too dumb.
Can you draw a circle or something where I can see it on this image?
Make sure you provide feedback via in game reporting system if you wish.
Honestly tho, I don't share your frustration - I don't see the need fo things like calendar or queue up the project. Each to their own I guess.
November 8th, 2021, 13:41
Originally Posted by purpleblob1Ha, I found it!
Ok, maybe I misremembered it, sorry. Sounds to me its a military project tho![]()
You don't even have to click the card. You can see it in the overview in the card's "thumbnail", where you can see both the stat/team icon and the number of days left.
Perhaps I'm not that dumb after all.

Honestly tho, I don't share your frustration - I don't see the need fo things like calendar or queue up the project. Each to their own I guess.I wasn't clear enough: I'm not frustrated. The game is really great. In fact I can't remember a single RPG I put that much game time in.
It's just that usability for crusade management is bad. The feature could be a lot better with relatively small effort here. I guess they just ran out of time.
The problem I see: They tried (again) to include another layer in their RPG. However again this layer isn't done well. I guess the players overall don't like it that much.
That could lead to the false decision to dump additional layers alltogether. Instead they just should be done better.
--
We don't stop playing because we grow old; we grow old because we stop playing.
- George Bernard Shaw
Currently playing: Black Geyser
We don't stop playing because we grow old; we grow old because we stop playing.
- George Bernard Shaw
Currently playing: Black Geyser
November 8th, 2021, 13:46
Originally Posted by MorrandirGlad you found it
Ha, I found it!
You don't even have to click the card. You can see it in the overview in the card's "thumbnail", where you can both see the stat/team icon and the number of days left.
Perhaps I'm not that dumb after all.
I wasn't clear enough: I'm not frustrated. The game is really great. In fact I can't remember a single RPG I put that much game time in.![]()
It's just that usability for crusade management is bad. The feature could be a lot better with relatively small effort here. I guess they just ran out of time.
I'm not near the PC so couldn't check it and was replying based on memory.They def did ran out of time - as I said before, crusade management and combat kept getting overhauled during beta. Its a shame.
November 8th, 2021, 15:52
Originally Posted by Morrandir
I disagree. From my experience (which includes some P&P) there are 3 moments for buffing: (skip)
Problem is, the game isn't designed around PC doing so much buffing. If it was the case, the default difficulty level would be much higher and honestly, the game would be far more boring. Sure, you can, if your PnP DM let you, he certainly balance the game around it. That's some serious power gaming and it's no surprise that with DnD 5th Edition, they went with the "concentration" thing, even if it's a little too extreme imo.
November 9th, 2021, 14:45
Originally Posted by vanedorI would say that the game in normal difficulty is not designed around doing so much buffing.
Problem is, the game isn't designed around PC doing so much buffing. If it was the case, the default difficulty level would be much higher and honestly, the game would be far more boring.
In higher difficulties you either need a lot of buffing or optmized builds, or even builds. There's only so much you can do with combat tactics alone.
But I don't think that's the point. The point is that (I think) there are players who do a lot of buffing for whatever reason. And it would be nice if there was a feature to make buffing less tedious.
--
We don't stop playing because we grow old; we grow old because we stop playing.
- George Bernard Shaw
Currently playing: Black Geyser
We don't stop playing because we grow old; we grow old because we stop playing.
- George Bernard Shaw
Currently playing: Black Geyser
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